In your message of 15 February 2000 you write:

> On Tue, Feb 15, 2000 at 08:37:53AM -0700, Thomas Roell wrote:
> 
> > those HW related things, there really should be a way for an
> > application to figure out, what core-API functions and what extensions
> > are done in SW only, vs. which ones can use HW support. Maybe that is
> 
> This has been discussed ad nauseum, and there is no acceptable way to
> implement such things. What defines "hardware accelerated"? OpenGL is
> designed the way it is for a reason.
> 
> You should see the spaghetti Direct3D code I sometimes get with all
> these D3D cap bits and conditional statements based on
> chipsets... aigh, what a mess.

That is true. The problem that I was referring to is more
subtile. Take ARB_multitexture for example. I can expose this
extension always (whether there is more than one texture unit in HW or
not). Half of the applications see the extension and think they always
have 2 texture units. Hmmm ... broken application, ok. Now there are
some apps which really want to use 2 texture units, and don't really
care whether it's done in SW or not. If I now expose multi-texture
with 2 texture units, while the HW supports only 1 in HW, then games,
which are performance sensitive there will be unusable.

It would just be very nice to have some kind of hinting-scheme.  

- Thomas
-- 
             Thomas Roell   /\         An imperfect plan executed violently
             Xi Graphics   /  \/\ _     is far superior to a perfect plan. 
         [EMAIL PROTECTED]   /   /  \ \     
                         / Oelch! \ \             George Patton

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